Balance changes

It’s not trash, it got converted into a more utility tool instead of a damage dealer, see TvT, are they trash?.The idea would be making the raven an unit that is good to have along the army in every matchup

During lategame, yes, but turrets were used in harassment too,there was a time when Nathanias was doing troll streams and killing up to 140 drones each game with just turrets,he played just to see the highes amount of workers he could kill.

It’s umpopular opnion, but I think disruptor has a place on the game, P needs AOE damage, their units are chunky and usually don’t have a lot of firepower.Old collo were not a good thing for the game, really long range units with good damage,and pvp was the war of the worlds, 7-8 collos per side frying everything.

It would cost less and have different stats, wouldn’t be just current raven,something a bit more expensive than a medivac.

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I’d rather have VR acceleration decreased so they have to dodge biles really early.

But can we please not reintroducing IT? I feel like they are worse than swarmhosts.

Killing workers is good, but it doesn’t necessarily implies a victory. Since their splash removal, ravens by themselves are just sitting ducks in pure air zones surrounding bases ; and turrets don’t follow pulled workers. So if you get to have 140 workers in a game, it’s that you did deliberately choose not to do mutas/vikings/VR-Phoenixes (not to mention static). Turrets, whose duration has been divided by 18x, currently aren’t broken IMO.

I completely agree with that. Disruptors are the only splash option which isn’t countered nor by ghosts, nor by air units. It’s harder to use than a colossus, but it’s an useful asset. :slight_smile:

I know noone would want this change, but how about"
decrease storm range by 1 in exchange of increasing colossi range by 1 after the upgrade.

:man_facepalming: :man_facepalming: :man_facepalming:
The 5 minute of Zerg hate.
This clown forgets that Chrono only with 15 Upgrade Nerffs was burdened with 30 extra Chronos?
Why no one asks for similar nerffs to machro-mechanics to the other races?
How about giving Creep-tumors the treatment of Stasis?
-Tumors are on timer and die spontaneously after 250 sec?
Why Oracle energy is expendable but Queen’s no?

Because we’re trying to balance economies lol. Zerg was designed to have a better economy because the army isn’t as good but Protoss is either ahead or on par in economy since 4.0.
Pretty much all the complaints about Protoss have been centered around economy and have been happening since patch 4.0.

If simply economy was your concern, then different solutions could be asked (Nexi can’t be built that near to the mineral field resulting in more time for probes doing the round-trip, or probes having slightly less speed).
Attacking chrono you not only nerff economy, but upgrade research and unit production rate.
You are simply trying to throw away the dirty water together with the baby.

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That’s really strange, not sure if you’re joking or not.

Probably 80% of chrono is used on economy. I think a chrono nerf is pretty much all that’s needed.

This is incredibly false.

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No, it was (provided the economy should be nerffed - which is not) an example of how economy could be nerffed without messing-up all else (your intention).
Economy at the end of the day is mainly the resources each worker bring each minute.
There are other indirect factors (not the aim of this post) -terran late economy that is supply-less, zerg economy that can be redirected to defense/attack (spores-spines) etc.
But all your premises are false because Protoss economy is fine. A race that can with proper Caster use (Zerg) trade in 1:1 with Protoss/Terran should be the last to blabber about nerffing other’s economies.
Shut-up ShatZ and drink a glass of water.

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Outside of the first chronos on probes I think the rest is usually left for upgrades and the ocasional robo unit or stargate units, and of course energy left for recall and overcharge. Unless there is some probe massacre, I don’t think its necessary chrono on probes past early game, with 4-5 nexus you can rebuild the eco in a couple of probe cycles.

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Left undisturbed, at the 6’00 minute mark the spontaneous economy for LotV’s (which you mean by 4.0.0) races are :
— 70-72 workers high for Zerg (hatch first->standard B3 speedlings build)
— 60-62 workers high for Protoss (standard gate expand SG B3)
— 48-50 workers high +2MULEs ≈ 54-56 for Terran (2-1-1 standard B3)

Terran harass > Protoss harass > Zerg harass, which balances things out ; but there’s a reason why the incentive to harass is on protoss in PvZ. :mag_right:

Even if it wasn’t (and it is), the impact wouldn’t be major, a nexus spending all its chronoboosts on itself only speeds up workers production by 20%.
So IMO the part played by Chronoboost in Protoss economy is in fact minor compared to the absence of worker time loss during the construction of buildings ; when a protoss has 62 workers, 61 are mining, the same can’t be said for a terran. Not to mention for Zerg who straight up permanently lose the workers. That’s why it’s only around 5’ that Zerg catch-up then get ahead of Protoss.

  1. Increase Thor Movement Speed Slightly, and Reduce High Impact Payload From 11 to 10 Range.

  2. Increase Brood Lord’s Movement Speed, or Give Them Ability Allowing Them To Move A Bit Faster For A Short Time.

(Trying to bring Brood Lords back into the Meta without breaking them. As it stands right now one Thor kills two Brood Lords. I think one Thor per 1.5 Brood Lords is more fair, so maybe Thor’s damage needs to be reduced while in HIP instead of range.)

  1. EMP/Blinding Cloud/Feedback/Fungal are now all the same range, taking into consideration their differing radius.

  2. Blinding Cloud now stops enemy spellcasters from casting a spell underneath it. (Tentative: Vipers consume energy 1.5 - 2.0x faster.)

  3. Ghosts and High Templar receive a flat speed buff increase to allow them to move out of Blinding Clouds more easily.

(Numbers 3, 4, and 5, are part of a plan to make the dynamic between spellcasters more of a test of skill, where no side has a true advantage, rewarding the better player’s performance.)

  1. Reduce the distance Abduct can pull a massive unit by 25-50%. When a massive unit is pulled, its movement speed is decreased by 50% for 1 second.

(Looks silly watching Massive units fly through the air from an observer’s perspective, and it’s a bit too strong. Broods aren’t even viable in ZvZ because of how strong Abduct is. This would fix that problem.)

  1. Forcefields now need two corrosive biles to break. The first bile breaks a path in the middle allowing small units to travel through, the second bile breaks the forcefield.

  2. Shield Batteries reduced by 10-15% strength across the board.

  3. Forcefields cost a bit less to compensate for the shield battery reduction, or sentries generate energy a bit faster.

  4. Chrono Boost, when used on a Nexus, is 10% less potent. All other structures are unaffected.

(Trying to reduce Protoss’s economy with the Chrono Nerf, without breaking everything else.)

  1. Any Pylon or Shield Battery built too far away from a Nexus refunds zero minerals when cancelled. No more playing structure tetris and cancelling structures to get the strongest cannon rush possible. If you want to cannon rush, you commit to the structures you placed, or you lose the money.

(Cannon rushes need a nerf with how insane the void ray is now in conjunction with shield batteries. This is more of a soft-nerf to force Protoss to be more strategic if they want to play this strategy.)

  1. Ultralisks now have push priority on allied units allowing them to travel to the front of the battle more easily.

(This should have been in the game years ago.)

  1. Since Infestors don’t have Infested Terran anymore, they now come with Burrow without the research. If we’re putting Infested Terran back in, Infestors need to research burrow, and we take away their rocket launcher, give them back the machine gun, nerf their damage and health, and put them back in the game. Also, maybe leave Microbial Shroud in the game, but reduce its damage reduction, so Infestors don’t have too much.

  2. Vikings receive a health and damage buff to encourage their usage against Brood Lords, and Skytoss instead of Mass Thors. Perhaps, decrease the time it takes for them to switch modes, increase their attack speed, and damage. Vikings are incredibly underwhelming.

  3. Disruptors deal 10-15% less damage, but may fire a bit more often, and move slowly while firing (Queen Speed).

(Not sure if this change to disruptors is needed at all.)

Anyways, this is the stuff I would change. My version of Balance LARPing. Not all of it makes sense, and not all the ideas are fully fleshed out. Like, how is a Protoss going to defend early bio cyclone timings from Terran if their shield battery has been nerfed 10-15%? Sentries are going to need to compensate for this, so that’s why I would make some changes to them.

(Also, I’m a Zerg player if you’re wondering.)

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Vikings also have inherent problems dealing with longer-ranged units because they aren’t particularly fast or durable enough to perform well when they have to potentially chase a unit into enemy splash or anti-air range. Terran is arguably better off fighting Tempests with Thors than they ever will be with Vikings based on that slight range advantage.

Goliaths and Vikings both have similar range.
The main difference is that Thors have slower speed and lower anti-air damage to balance out their toughness and range; whereas the others place more of their stats in mobility and damage at the cost of durability.

Those would be nice to have, but splash damage and spells in general would need to be boosted to balance them out–If only one side has powerful splash and cc, then that race’s armies cannot be engaged or competed against.

There’s already a cheap upgrade for that, you just need to research it.

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Low amount of vikings is bad, but once the critical mass viking is reached they kill anything with a single shot.

So what? The Viking’s range does give them an edge against air units with equivalent or lower range, but it is not nearly as useful against Tempests.

To approach the Tempests with Vikings you pretty much have to fly over Protoss anti-air or through Storm range. The Vikings’ low durability and low speed compared to other squishy air units will both work against the them in that case; causing Vikings to take relatively more damage than they themselves would against other air units, or than other anti-air units would engaging the Tempests.

Vikings certainly will kill Tempests in mono-battles or when the Tempests are poorly supported; but it is much better to have something with a real range advantage (Thors), something much faster to avoid/mitigate Storms (like Wraiths), or something with a combination of durability and either speed or a gap-closer (Battlecruisers, Corruptors, etc). Each of the latter options will perform better against Tempests in the late-game or in mixed engagements.

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Nerf :bomb: for optoss… only change to save the game…

These are the only changes I would like to see in the game.

T:

  • Tactical Jump removed
  • Yamato Cannon no longer requires upgrade
  • Thor HIP range -1

Z:

  • SH Removed
  • Microbial Shroud Removed IT back without rockets

P:

  • Give mothership same passive ultras have(no neural, no slowing down, yanking etc.)

  • Shield Battery can only be built beside a Nexus

Dislike disruptors but not sure what an appropiate nerf would be.

The only thing keeping battlecruisers viable at top level play, ask yourself how often you see players build battlecruisers in any terran lategame and them working without abusing tactical jump for economic damage?

Infested terran broke the game since launch or where useless, they where never ballanced because of design. Being able to create an army from energy as freely as infested terrans did was not good for the game and removing them fixed alot of design issues.

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Agreed, removing Infested Terran was only an improvement to the game. There is no balance point for that kind of ability. Either it is useless or it promotes massing Infestors and allows them to deal with enemy armies by themselves or almost by themselves.

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